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Pick Pocket /Stealing from players

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  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited April 2012
    -can only target each user (perhaps determined by account or ip, most likley ip as using accounts in a free game may cause people to make mule accounts to exploit this) or npc once per day whether the attempt is successful or not
    • A PC target of pickpocketing can only be targeted once per day. An NPC can be targeted as many times as possible, but can only be targeted by an individual character once per day. (Assuming this resets once per day of course.)

    that is very similar to the way i had it planned
    ex. the thief targets a pc victim, whether he fails or succeeds he may not target that victim again for 24 hrs or 1 day though he may move on to the next victim that he has not targeted within the last 24 hrs or 1 day.

    to make sure i understand you correctly you say
    a thief targets a pc victim, that victim may not be have his pockets picked by any other thief for 24 hrs or 1 daythough he may move on to the next victim that has not been targeted within the last 24 hrs or 1 day?
  • Archived PostArchived Post Member Posts: 5,050,278 Bounty Hunter
    edited April 2012
    on another note
    yes in my limited game programming experience this is very doable i may or may not have done some testing in a personal game i am working on ;) and got the simple stuff in like a wrinkled bed sheet but i'm sure it would be far easier for some professional with more experience

    the easy stuff
    -success check
    -loot table
    -flag as activated
    -24 hr cooldown
    -failure spawn enemies
    -paying off bounties
    -flag for pvp after 200g bounty (not very much in the game i'm testing on)

    the harder stuff
    -continually spawning enemies at set intervals closest i could get was to have a respawn time but they just spawned at the coordinates they first spawned at)
    -frequency of enemies spawn relating to bounty
    -getting enemies to stop chasing me lol
  • phasternphastern Member Posts: 1 Arc User
    edited May 2012
    This idea sounds good well implemented stealing rules would rule hehe like with cooldowns or cant PP same guy for a day i dont know but a well thoght of mechanic also helps to steal only gold or white or green items only as you know MMOs people will spend whatever to make a thief character with no atributes only DEX lol but would be cool to see Thief doing what they do best stealing...
  • lefasixlefasix Member Posts: 11 Arc User
    edited May 2012
    In the history of D&D the thief always do pick pocket, so what is the reason of ppl crying for that skill? The creator can fix it that skill, let in the thief steal just couple times by day or something similar. But if ppl start arguing about steal, others will start arguing about wizard and theres spells. And finally all the characters will be like every other MMO. Doesnt matter what class u pick in any MMO right now, all looks the same and do the same. In D&D the diference is that every character have unique abilities. So in NEVERWINTER should let all the characters like they are. If a thief make a pp and you catch it, u can kill it, simple. So u better run the world with true seeying so if u see a thief u know what to do.
  • stratrat1956stratrat1956 Member, Neverwinter Beta Users Posts: 54
    edited May 2013
    Pickpocketing players is an interesting notion, but it is out of the question as long as there is no safe personal storage in this game such as the GW2 Bank.
    What? Me worry?
  • somebobsomebob Member Posts: 1,887 Arc User
    edited May 2013
    ...is there some reason you necroed a thread that was a year old? Seriously?
  • adabisiadabisi Member Posts: 101 Arc User
    edited May 2013
    i have no problem with pickpockets in the game as long as they suffer the consequences. In eq 2 a rogue type can PP mobs they are in combat against as well. Maybe create a loot table for mobs when you PP them...something interesting...nothing OP..just coppers and maybe a pot but something.

    As to PVP PP'ing that creates to many issues with PVP in city areas or in any areas where it is consodered safe.....there would have to be much adaptation to allow pvp in non combat areas or in safe areas.....

    I highly doubt we will see this anytime soon or at all .
    Today we fight the GAULS......monstrous and HAIRY beyond reason.
  • the1tiggletthe1tigglet Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 1
    edited May 2013
    Any info about that ? thanks

    Apparently the new game devs of these new titles starting last year midyear until today all think that Rogue/thief style character classes are goody two shoes and don't ever take anything. It's being slowly pushed out of existence. Now I can understand it not being allowed against other players, but surely they can 1 up WoW on this one.
  • bradspittsbradspitts Member Posts: 16 Arc User
    edited May 2013
    There should be a thief variant which steals hence the name, so create a thief class take away something like decoy and add steal. Create a seperate loot table for stealing and reward with coin or items. Failure would result in getting caught and the battle is on, maybe with penalties for failing like how the cleric has -40% heal for himself.

    How about a mini-game while adventuring: stealing only from a mob - roll against the mob for a shot at his secret stash, which no other class can get to. If you are successful you get a prize like a couple silver, an id scroll, return to town scroll or whatever, but if you loose, you drop out of stealth and the fight is on. Plus you get a negative for failing within that fight. Plus you need to be invisible and behind the mob to steal. This could be tricky as some mobs move around a lot.

    PVP: stealing - steal an item from a player if successful or else you drop out of stealth and the fight is on with penalties for the battle. Rogue gets +whatever to his roll as he is stealing, based on his stealing skill. Plus he needs to be invisible and behind you to steal. This could be tricky as people move around a lot. Each time the rogue is successful there is a coin jingle so the player knows somethings up and the chances for another success go down considerably. So it's only wise to do it a couple times a day and they cannot take any equipt items.

    I think the rogue should have access to bows and sling shots or create a ranger variant for these items and loose the decoy or something. Throwing knives are cool but how about a bow huh?
  • pwiratgirlpwiratgirl Member Posts: 118 Bounty Hunter
    edited May 2013
    If they're going to allow rogues to pickpocket people, EVERY class should have the ability to steal/rough up another player for money.

    Fighters should be able to just walk up and kick you in the groin, punch you in the throat, etc to stun you for a moment and take something from you. If it fails they didn't land the blow properly and now you two can duke it out.

    Mages should be able to charm/stun/polymorph you for a moment and then take your stuff. If it fails, it's because you resisted the spell and now the two of you can duke it out.

    Clerics can walk up to you, whip out a Cute Little Orphan and demand you tithe to their church, or Little Jimmy will die of malnutrition. If it fails, it's because you're a cynical git and shrug off the tyke's plight. Then the two of you duke it out.

    You can't just give stuff like that to rogues.
  • asakochanasakochan Member, Neverwinter Beta Users Posts: 3 Arc User
    edited May 2013
    on Aurora Online you can steal either from people's pockets than from npc's ones, very funny. And when pvp happens and someone dies there is penalty, you would drop valuable stuff from your character/inventory space.
    Too bad they made it point'n click, i loved that game even if pretty pay to win like NWO :P
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